WGF11 Viewports
This automated test verifies that the behavior of viewports and scissors of the device is consistent with the DX11 specification.
This topic applies to the following test jobs:
WGF11 Viewports
WGF11 Viewports (WoW64)
Test details
Associated requirements |
Device.Graphics.AdapterRender.D3D101Core.D3D101CorePrimary Device.Graphics.AdapterRender.D3D10Core.D3D10CorePrimary Device.Graphics.AdapterRender.D3D111Core.D3D111CorePrimary Device.Graphics.AdapterRender.D3D11Core.D3D11CorePrimary |
Platforms |
Windows 7 (x64) Windows 7 (x86) Windows RT (ARM-based) Windows 8 (x64) Windows 8 (x86) Windows Server 2012 (x64) Windows Server 2008 R2 (x64) Windows RT 8.1 Windows 8.1 x64 Windows 8.1 x86 Windows Server 2012 R2 |
Expected run time |
~2 minutes |
Categories |
Certification Functional |
Type |
Automated |
Running the test
Before you run the test, complete the test setup as described in the test requirements: Graphic Adapter or Chipset Testing Prerequisites.
Troubleshooting
For troubleshooting information, see Troubleshooting Device.Graphics Testing.
Test cases return one of the following results: Pass, Fail, Blocked, and Skipped. The log file will contain specific details about the test cases that are failed, blocked,or skipped. A test case will return Skipped if it is invalid according to the current hardware configuration ( e.g. some features are optional and may not be supported by some hardware) and the command line options (e.g. some test cases are only valid for certain feature levels). A test case will return Blocked if the failure is caused by reasons other than the tested feature. To review test details, review the test log from the Windows HCK Manager.
More information
The test covers the following areas:
Multiple (up to 16) viewports set/in use.
Verify use of arbitrary viewport.
Verify overlapping viewports.
Verify "ViewportArrayIndex" higher than viewports set is treated as 0, and no index is treated as zero.
The value of SV_ViewportArrayIndex passed to pixel shader is unclamped/unconverted.
Verify viewport scale is done in float32 arith.
Verify the use of scissor with default viewport (viewport with the same size of the render target).
More cases of scissors: larger-than-target, off-target, and arbitrary offsets within the viewports.
Verify the usage of SV_ViewportArrayIndex by Geometry shader to split the geometry to two different viewports.
If the test runs on feature level 11.0 and above, all viewports defined by fractional values.
Command syntax
Command option | Description |
---|---|
Wgf11viewports |
Without any options, the test enumerates devices. |
-FeatureLevel:XX.X |
Where XX.X is the Feature Level the test will run at, 10.0, 10.1, or 11.0 |
Note
For command line help for this test binary, type /?.
File list
File | Location |
---|---|
Configdisplay.exe |
<[testbinroot]>\nttest\windowstest\tools\ |
D3d11_1sdklayers.dll |
<[testbinroot]>\nttest\windowstest\graphics\d3d\support\ |
D3d11ref.dll |
<[testbinroot]>\nttest\windowstest\graphics\d3d\support\ |
D3d11sdklayers.dll |
<[testbinroot]>\nttest\windowstest\graphics\d3d\support\ |
D3dcompiler_test.dll |
<[testbinroot]>\nttest\windowstest\graphics\d3d\support |
D3dx10_test.dll |
<[testbinroot]>\nttest\windowstest\graphics\d3d\support\ |
d3dx11_test.dll |
<[testbinroot]>\nttest\windowstest\graphics\d3d\support\ |
TDRWatch.exe |
<[testbinroot]>\nttest\windowstest\graphics\ |
Wgf11viewports.exe |
<[testbinroot]>\nttest\windowstest\graphics\d3d\conf |